<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta http-equiv="X-UA-Compatible" content="IE=edge"><meta name="viewport" content="width=device-width, initial-scale=1"><title>ImageryLayer - Cesium Documentation</title><!--[if lt IE 9]>
      <script src="javascript/html5.js"></script>
    <![endif]--><link href="styles/jsdoc-default.css" rel="stylesheet"><link href="styles/prism.css" rel="stylesheet"></head><body><div id="main"><h1 class="page-title"><a href="index.html"><img src="Images/CesiumLogo.png" class="cesiumLogo"></a>ImageryLayer<div class="titleCenterer"></div></h1><section><header></header><article><div class="container-overview"><div class="nameContainer"><h4 class="name" id="ImageryLayer"><a href="#ImageryLayer" class="doc-link"></a>new Cesium.ImageryLayer<span class="signature">(<span class="optional">ImageryProvider</span>，<span class="optional">选项</span>)</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L159">engine/Source/Scene/ImageryLayer.js 159</a></div></h4></div><div class="description">显示来自单个影像提供程序的切片图像数据的影像图层
在一个<a href="Globe.html"><code>Globe</code></a>。</div><table class="params"><thead><tr><th>Name</th><th>Type</th><th class="last">Description</th></tr></thead><tbody><tr><td class="name"><code>imageryProvider</code></td><td class="type"><span class="param-type"><a href="ImageryProvider.html">ImageryProvider</a></span></td><td class="description last"><span class="optional">任选</span>要使用的图像提供程序。</td></tr><tr><td class="name"><code>options</code></td><td class="type"><span class="param-type"><a href="ImageryLayer.html#.ConstructorOptions">ImageryLayer.ConstructorOptions</a></span></td><td class="description last"><span class="optional">任选</span>描述初始化选项的对象</td></tr></tbody></table><dl class="details"><h5>Examples:</h5><pre><code class="language-javascript">// Add an OpenStreetMaps layer
const imageryLayer = new Cesium.ImageryLayer(new Cesium.OpenStreetMapImageryProvider({
  url: "https://tile.openstreetmap.org/"
}));
scene.imageryLayers.add(imageryLayer);</code></pre><pre><code class="language-javascript">// Add Cesium ion's default world imagery layer
const imageryLayer = Cesium.ImageryLayer.fromWorldImagery();
scene.imageryLayers.add(imageryLayer);</code></pre><pre><code class="language-javascript">// Add a new transparent layer from Cesium ion
const imageryLayer = Cesium.ImageryLayer.fromProviderAsync(Cesium.IonImageryProvider.fromAssetId(3812));
imageryLayer.alpha = 0.5;
scene.imageryLayers.add(imageryLayer);</code></pre><h5>See:</h5><ul class="see-list"><li><a href="ImageryLayer.html#.fromProviderAsync">ImageryLayer.fromProviderAsync</a></li><li><a href="ImageryLayer.html#.fromWorldImagery">ImageryLayer.fromWorldImagery</a></li></ul></dl></div><h3 class="subsection-title">Members</h3><div class="nameContainer"><h4 class="name" id=".DEFAULT_APPLY_COLOR_TO_ALPHA_THRESHOLD"><a href="#.DEFAULT_APPLY_COLOR_TO_ALPHA_THRESHOLD" class="doc-link"></a><span class="type-signature attribute-static">静电</span>Cesium.ImageryLayer.DEFAULT_APPLY_COLOR_TO_ALPHA_THRESHOLD<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L508">engine/Source/Scene/ImageryLayer.js 508</a></div></h4></div><div class="description">如果未提供颜色到Alpha的默认阈值，则使用此值作为默认阈值
在施工期间或由图像提供商提供。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">0.004</code></dl><div class="nameContainer"><h4 class="name" id=".DEFAULT_BRIGHTNESS"><a href="#.DEFAULT_BRIGHTNESS" class="doc-link"></a><span class="type-signature attribute-static">静电</span>Cesium.ImageryLayer.DEFAULT_BRIGHTNESS<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L448">engine/Source/Scene/ImageryLayer.js 448</a></div></h4></div><div class="description">如果在构造过程中未提供该值，则会将该值用作影像图层的默认亮度
或者由图像提供商提供。该值不会修改图像的亮度。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">1.0</code></dl><div class="nameContainer"><h4 class="name" id=".DEFAULT_CONTRAST"><a href="#.DEFAULT_CONTRAST" class="doc-link"></a><span class="type-signature attribute-static">静电</span>Cesium.ImageryLayer.DEFAULT_CONTRAST<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L455">engine/Source/Scene/ImageryLayer.js 455</a></div></h4></div><div class="description">如果在构造过程中未提供该值，则该值将用作影像图层的默认对比度
或者由图像提供商提供。该值不会修改图像的对比度。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">1.0</code></dl><div class="nameContainer"><h4 class="name" id=".DEFAULT_GAMMA"><a href="#.DEFAULT_GAMMA" class="doc-link"></a><span class="type-signature attribute-static">静电</span>Cesium.ImageryLayer.DEFAULT_GAMMA<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L476">engine/Source/Scene/ImageryLayer.js 476</a></div></h4></div><div class="description">如果在构造过程中未提供默认伽马，则该值将用作影像图层的默认伽马
或者由图像提供商提供。该值不会修改图像的Gamma。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">1.0</code></dl><div class="nameContainer"><h4 class="name" id=".DEFAULT_HUE"><a href="#.DEFAULT_HUE" class="doc-link"></a><span class="type-signature attribute-static">静电</span>Cesium.ImageryLayer.DEFAULT_HUE<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L462">engine/Source/Scene/ImageryLayer.js 462</a></div></h4></div><div class="description">如果在构造过程中未提供该值，则该值将用作影像图层的默认色调
或者由图像提供商提供。该值不会修改图像的色调。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">0.0</code></dl><div class="nameContainer"><h4 class="name" id=".DEFAULT_MAGNIFICATION_FILTER"><a href="#.DEFAULT_MAGNIFICATION_FILTER" class="doc-link"></a><span class="type-signature attribute-static">静电</span>Cesium.ImageryLayer.DEFAULT_MAGNIFICATION_FILTER<span class="type-signature">：<a href="global.html#TextureMagnificationFilter">TextureMagnificationFilter</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L500">engine/Source/Scene/ImageryLayer.js 500</a></div></h4></div><div class="description">如果未提供该值，则会将该值用作影像图层的默认纹理放大过滤器
在施工期间或由图像提供商提供。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">TextureMagnificationFilter.LINEAR</code></dl><div class="nameContainer"><h4 class="name" id=".DEFAULT_MINIFICATION_FILTER"><a href="#.DEFAULT_MINIFICATION_FILTER" class="doc-link"></a><span class="type-signature attribute-static">静电</span>Cesium.ImageryLayer.DEFAULT_MINIFICATION_FILTER<span class="type-signature">：<a href="global.html#TextureMinificationFilter">TextureMinificationFilter</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L492">engine/Source/Scene/ImageryLayer.js 492</a></div></h4></div><div class="description">如果未提供影像图层的默认纹理缩小过滤器，则该值将用作该过滤器
在施工期间或由图像提供商提供。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">TextureMinificationFilter.LINEAR</code></dl><div class="nameContainer"><h4 class="name" id=".DEFAULT_SATURATION"><a href="#.DEFAULT_SATURATION" class="doc-link"></a><span class="type-signature attribute-static">静电</span>Cesium.ImageryLayer.DEFAULT_SATURATION<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L469">engine/Source/Scene/ImageryLayer.js 469</a></div></h4></div><div class="description">如果在构造过程中未提供该值，则该值将用作影像图层的默认饱和度
或者由图像提供商提供。该值不会修改图像的饱和度。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">1.0</code></dl><div class="nameContainer"><h4 class="name" id=".DEFAULT_SPLIT"><a href="#.DEFAULT_SPLIT" class="doc-link"></a><span class="type-signature attribute-static">静电</span>Cesium.ImageryLayer.DEFAULT_SPLIT<span class="type-signature">：<a href="global.html#SplitDirection">SplitDirection</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L484">engine/Source/Scene/ImageryLayer.js 484</a></div></h4></div><div class="description">如果在构造过程中未提供该值，则该值将用作影像图层的默认分割
或者由图像提供商提供。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">SplitDirection.NONE</code></dl><div class="nameContainer"><h4 class="name" id="alpha"><a href="#alpha" class="doc-link"></a>alpha<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L175">engine/Source/Scene/ImageryLayer.js 175</a></div></h4></div><div class="description">该层的Alpha混合值，0.0表示完全透明和
1.0表示完全不透明。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">1.0</code></dl><div class="nameContainer"><h4 class="name" id="brightness"><a href="#brightness" class="doc-link"></a>brightness<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L211">engine/Source/Scene/ImageryLayer.js 211</a></div></h4></div><div class="description">这层的亮度。1.0使用未经修改的图像颜色。少于1.0
使图像更暗，而大于1.0则使图像更亮。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript"><a href="ImageryLayer.html#.DEFAULT_BRIGHTNESS"><code>ImageryLayer.DEFAULT_BRIGHTNESS</code></a></code></dl><div class="nameContainer"><h4 class="name" id="colorToAlpha"><a href="#colorToAlpha" class="doc-link"></a>colorToAlpha<span class="type-signature">：<a href="Color.html">Color</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L363">engine/Source/Scene/ImageryLayer.js 363</a></div></h4></div><div class="description">应设置为透明的颜色值。</div><dl class="details"></dl><div class="nameContainer"><h4 class="name" id="colorToAlphaThreshold"><a href="#colorToAlphaThreshold" class="doc-link"></a>colorToAlphaThreshold<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L370">engine/Source/Scene/ImageryLayer.js 370</a></div></h4></div><div class="description">颜色到Alpha的规格化(0-1)阈值。</div><dl class="details"></dl><div class="nameContainer"><h4 class="name" id="contrast"><a href="#contrast" class="doc-link"></a>contrast<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L226">engine/Source/Scene/ImageryLayer.js 226</a></div></h4></div><div class="description">这层的对比度。1.0使用未经修改的图像颜色。低于1.0会减少
对比度大于1.0时会增加对比度。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript"><a href="ImageryLayer.html#.DEFAULT_CONTRAST"><code>ImageryLayer.DEFAULT_CONTRAST</code></a></code></dl><div class="nameContainer"><h4 class="name" id="cutoutRectangle"><a href="#cutoutRectangle" class="doc-link"></a>cutoutRectangle<span class="type-signature">：<a href="Rectangle.html">Rectangle</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L356">engine/Source/Scene/ImageryLayer.js 356</a></div></h4></div><div class="description">这一层图像中的矩形裁剪。</div><dl class="details"></dl><div class="nameContainer"><h4 class="name" id="dayAlpha"><a href="#dayAlpha" class="doc-link"></a>dayAlpha<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L199">engine/Source/Scene/ImageryLayer.js 199</a></div></h4></div><div class="description">此层在地球白天侧的Alpha混合值，0.0表示完全透明和
1.0表示完全不透明。这仅在以下情况下生效<code>Globe#enableLighting</code>是<code>true</code>。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">1.0</code></dl><div class="nameContainer"><h4 class="name" id="gamma"><a href="#gamma" class="doc-link"></a>gamma<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L266">engine/Source/Scene/ImageryLayer.js 266</a></div></h4></div><div class="description">要应用于该层的Gamma校正。1.0使用未经修改的图像颜色。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript"><a href="ImageryLayer.html#.DEFAULT_GAMMA"><code>ImageryLayer.DEFAULT_GAMMA</code></a></code></dl><div class="nameContainer"><h4 class="name" id="hue"><a href="#hue" class="doc-link"></a>hue<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L240">engine/Source/Scene/ImageryLayer.js 240</a></div></h4></div><div class="description">该层的色调(以弧度表示)。0.0使用未经修改的图像颜色。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript"><a href="ImageryLayer.html#.DEFAULT_HUE"><code>ImageryLayer.DEFAULT_HUE</code></a></code></dl><div class="nameContainer"><h4 class="name" id="imageryProvider"><a href="#imageryProvider" class="doc-link"></a><span class="type-signature attribute-readonly">只读</span>imageryProvider<span class="type-signature">：<a href="ImageryProvider.html">ImageryProvider</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L383">engine/Source/Scene/ImageryLayer.js 383</a></div></h4></div><div class="description">获取此层的图像提供程序。在此之前不应调用此函数<a href="ImageryLayer.html#ready"><code>ImageryLayer#ready</code></a>返回TRUE。</div><dl class="details"></dl><div class="nameContainer"><h4 class="name" id="magnificationFilter"><a href="#magnificationFilter" class="doc-link"></a>magnificationFilter<span class="type-signature">：<a href="global.html#TextureMagnificationFilter">TextureMagnificationFilter</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L312">engine/Source/Scene/ImageryLayer.js 312</a></div></h4></div><div class="description">这个<a href="global.html#TextureMagnificationFilter"><code>TextureMagnificationFilter</code></a>要应用于此层，请执行以下操作。
可能的值包括<a href="global.html#TextureMagnificationFilter#.LINEAR"><code>TextureMagnificationFilter.LINEAR</code></a>(默认设置)
和<a href="global.html#TextureMagnificationFilter#.NEAREST"><code>TextureMagnificationFilter.NEAREST</code></a>。

要生效，必须在添加图像层后立即设置此属性。
一旦加载了纹理，就不可能更改所使用的纹理过滤器。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript"><a href="ImageryLayer.html#.DEFAULT_MAGNIFICATION_FILTER"><code>ImageryLayer.DEFAULT_MAGNIFICATION_FILTER</code></a></code></dl><div class="nameContainer"><h4 class="name" id="minificationFilter"><a href="#minificationFilter" class="doc-link"></a>minificationFilter<span class="type-signature">：<a href="global.html#TextureMinificationFilter">TextureMinificationFilter</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L293">engine/Source/Scene/ImageryLayer.js 293</a></div></h4></div><div class="description">这个<a href="global.html#TextureMinificationFilter"><code>TextureMinificationFilter</code></a>要应用于此层，请执行以下操作。
可能的值包括<a href="global.html#TextureMinificationFilter#.LINEAR"><code>TextureMinificationFilter.LINEAR</code></a>(默认设置)
和<a href="global.html#TextureMinificationFilter#.NEAREST"><code>TextureMinificationFilter.NEAREST</code></a>。

要生效，必须在添加图像层后立即设置此属性。
一旦加载了纹理，就不可能更改所使用的纹理过滤器。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript"><a href="ImageryLayer.html#.DEFAULT_MINIFICATION_FILTER"><code>ImageryLayer.DEFAULT_MINIFICATION_FILTER</code></a></code></dl><div class="nameContainer"><h4 class="name" id="nightAlpha"><a href="#nightAlpha" class="doc-link"></a>nightAlpha<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L187">engine/Source/Scene/ImageryLayer.js 187</a></div></h4></div><div class="description">该层在地球夜间的Alpha混合值，0.0表示完全透明和
1.0表示完全不透明。这仅在以下情况下生效<code>Globe#enableLighting</code>是<code>true</code>。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">1.0</code></dl><div class="nameContainer"><h4 class="name" id="ready"><a href="#ready" class="doc-link"></a><span class="type-signature attribute-readonly">只读</span>ready<span class="type-signature">：布尔型</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L395">engine/Source/Scene/ImageryLayer.js 395</a></div></h4></div><div class="description">成功创建地形提供程序后返回True。否则，返回FALSE。</div><dl class="details"></dl><div class="nameContainer"><h4 class="name" id="readyEvent"><a href="#readyEvent" class="doc-link"></a><span class="type-signature attribute-readonly">只读</span>readyEvent<span class="type-signature">：<a href="Event.html">Event</a>。&lt;<a href="ImageryLayer.html#.ReadyEventCallback">ImageryLayer.ReadyEventCallback</a>&gt;</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L422">engine/Source/Scene/ImageryLayer.js 422</a></div></h4></div><div class="description">获取成功创建图像提供程序时引发的事件。事件监听程序
将创建的实例传递给<a href="ImageryProvider.html"><code>ImageryProvider</code></a>。</div><dl class="details"></dl><div class="nameContainer"><h4 class="name" id="rectangle"><a href="#rectangle" class="doc-link"></a><span class="type-signature attribute-readonly">只读</span>rectangle<span class="type-signature">：<a href="Rectangle.html">Rectangle</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L435">engine/Source/Scene/ImageryLayer.js 435</a></div></h4></div><div class="description">获取此层的矩形。如果此矩形小于<a href="ImageryProvider.html"><code>ImageryProvider</code></a>，则只显示图像提供程序的一部分。</div><dl class="details"></dl><div class="nameContainer"><h4 class="name" id="saturation"><a href="#saturation" class="doc-link"></a>saturation<span class="type-signature">：编号</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L252">engine/Source/Scene/ImageryLayer.js 252</a></div></h4></div><div class="description">这一层的饱和度。1.0使用未经修改的图像颜色。低于1.0会降低
当饱和度大于1.0时，会增加它。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript"><a href="ImageryLayer.html#.DEFAULT_SATURATION"><code>ImageryLayer.DEFAULT_SATURATION</code></a></code></dl><div class="nameContainer"><h4 class="name" id="show"><a href="#show" class="doc-link"></a>show<span class="type-signature">：布尔型</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L326">engine/Source/Scene/ImageryLayer.js 326</a></div></h4></div><div class="description">确定是否显示该层。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript">true</code></dl><div class="nameContainer"><h4 class="name" id="splitDirection"><a href="#splitDirection" class="doc-link"></a>splitDirection<span class="type-signature">：<a href="global.html#SplitDirection">SplitDirection</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L277">engine/Source/Scene/ImageryLayer.js 277</a></div></h4></div><div class="description">这个<a href="global.html#SplitDirection"><code>SplitDirection</code></a>要应用于此层，请执行以下操作。</div><dl class="details"><span class="details-header">默认值：</span><code class="language-javascript"><a href="ImageryLayer.html#.DEFAULT_SPLIT"><code>ImageryLayer.DEFAULT_SPLIT</code></a></code></dl><h3 class="subsection-title">Methods</h3><div class="nameContainer"><h4 class="name" id=".fromProviderAsync"><a href="#.fromProviderAsync" class="doc-link"></a><span class="type-signature attribute-static">静电</span>Cesium.ImageryLayer.fromProviderAsync<span class="signature">(ImageryProviderPromise、Options)</span>→<span class="type-signature returnType"><a href="ImageryLayer.html">ImageryLayer</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L549">engine/Source/Scene/ImageryLayer.js 549</a></div></h4></div><div class="description">从异步图像提供程序创建新的图像层。层将处理任何异步加载或错误，并在准备好后开始渲染图像层。</div><table class="params"><thead><tr><th>Name</th><th>Type</th><th class="last">Description</th></tr></thead><tbody><tr><td class="name"><code>imageryProviderPromise</code></td><td class="type"><span class="param-type">我保证。&lt;<a href="ImageryProvider.html">ImageryProvider</a>&gt;</span></td><td class="description last">一个承诺，解决了图像提供商</td></tr><tr><td class="name"><code>options</code></td><td class="type"><span class="param-type"><a href="ImageryLayer.html#.ConstructorOptions">ImageryLayer.ConstructorOptions</a></span></td><td class="description last">描述初始化选项的对象</td></tr></tbody></table><h5>Returns:</h5><div class="param-desc">创建的图像层。</div><dl class="details"><h5>Examples:</h5><pre><code class="language-javascript">// Create a new base layer
const viewer = new Cesium.Viewer("cesiumContainer", {
  baseLayer: Cesium.ImageryLayer.fromProviderAsync(Cesium.IonImageryProvider.fromAssetId(3812));
});</code></pre><pre><code class="language-javascript">// Add a new transparent layer
const imageryLayer = Cesium.ImageryLayer.fromProviderAsync(Cesium.IonImageryProvider.fromAssetId(3812));
imageryLayer.alpha = 0.5;
viewer.imageryLayers.add(imageryLayer);</code></pre><pre><code class="language-javascript">// Handle loading events
const imageryLayer = Cesium.ImageryLayer.fromProviderAsync(Cesium.IonImageryProvider.fromAssetId(3812));
viewer.imageryLayers.add(imageryLayer);

imageryLayer.readyEvent.addEventListener(provider =&gt; {
  imageryLayer.provider.errorEvent.addEventListener(error =&gt; {
    alert(`Encountered an error while loading imagery tiles! ${error}`);
  });
});

imageryLayer.errorEvent.addEventListener(error =&gt; {
  alert(`Encountered an error while creating an imagery layer! ${error}`);
});</code></pre><h5>See:</h5><ul class="see-list"><li>ImageryLayer.errorEvent</li><li>ImageryLayer.readyEvent</li><li>ImageryLayer.provider</li><li><a href="ImageryLayer.html#.fromWorldImagery">ImageryLayer.fromWorldImagery</a></li></ul></dl><div class="nameContainer"><h4 class="name" id=".fromWorldImagery"><a href="#.fromWorldImagery" class="doc-link"></a><span class="type-signature attribute-static">静电</span>Cesium.ImageryLayer.fromWorldImagery<span class="signature">(选项)</span>→<span class="type-signature returnType"><a href="ImageryLayer.html">ImageryLayer</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L606">engine/Source/Scene/ImageryLayer.js 606</a></div></h4></div><div class="description">为ion的默认全局基础图像层创建一个新的图像层，当前为必应地图。层将处理任何异步加载或错误，并在准备好后开始渲染图像层。</div><table class="params"><thead><tr><th>Name</th><th>Type</th><th class="last">Description</th></tr></thead><tbody><tr><td class="name"><code>options</code></td><td class="type"><span class="param-type"><a href="ImageryLayer.html#.WorldImageryConstructorOptions">ImageryLayer.WorldImageryConstructorOptions</a></span></td><td class="description last">描述初始化选项的对象</td></tr></tbody></table><h5>Returns:</h5><div class="param-desc">创建的图像层。

*@示例
//创建新的底层
Const view=new Cesium.Viewer(“cesiumContainer”，{
Baselayer：Cesium.ImageryLayer.from WorldImagery()；
})；</div><dl class="details"><h5>Examples:</h5><pre><code class="language-javascript">// Add a new transparent layer
const imageryLayer = Cesium.ImageryLayer.fromWorldImagery();
imageryLayer.alpha = 0.5;
viewer.imageryLayers.add(imageryLayer);</code></pre><pre><code class="language-javascript">// Handle loading events
const imageryLayer = Cesium.ImageryLayer.fromWorldImagery();
viewer.imageryLayers.add(imageryLayer);

imageryLayer.readyEvent.addEventListener(provider =&gt; {
  imageryLayer.provider.errorEvent.addEventListener(error =&gt; {
    alert(`Encountered an error while loading imagery tiles! ${error}`);
  });
});

imageryLayer.errorEvent.addEventListener(error =&gt; {
  alert(`Encountered an error while creating an imagery layer! ${error}`);
});</code></pre><h5>See:</h5><ul class="see-list"><li>ImageryLayer.errorEvent</li><li>ImageryLayer.readyEvent</li><li>ImageryLayer.provider</li></ul></dl><div class="nameContainer"><h4 class="name" id="destroy"><a href="#destroy" class="doc-link"></a>destroy<span class="signature">()</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L660">engine/Source/Scene/ImageryLayer.js 660</a></div></h4></div><div class="description">销毁此对象持有的WebGL资源。销毁一个物体允许确定性
释放WebGL资源，而不是依赖垃圾回收器销毁此对象。<br><br>一旦对象被销毁，就不应该使用它；调用除<code>isDestroyed</code>将导致一个<a href="DeveloperError.html"><code>DeveloperError</code></a>例外。因此，
指定返回值(<code>undefined</code>)添加到对象，如本例所示。</div><h5>Throws:</h5><ul><li><div class="param-desc"><span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>：此对象已销毁，即调用了Destroy()。</div></li></ul><dl class="details"><h5>Example:</h5><pre><code class="language-javascript">imageryLayer = imageryLayer &amp;&amp; imageryLayer.destroy();</code></pre><h5>See:</h5><ul class="see-list"><li><a href="ImageryLayer.html#isDestroyed">ImageryLayer#isDestroyed</a></li></ul></dl><div class="nameContainer"><h4 class="name" id="getImageryRectangle"><a href="#getImageryRectangle" class="doc-link"></a>getImageryRectangle<span class="signature">()</span>→<span class="type-signature returnType"><a href="Rectangle.html">Rectangle</a></span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L683">engine/Source/Scene/ImageryLayer.js 683</a></div></h4></div><div class="description">计算该层的矩形与图像提供程序的可用性矩形的交集，
产生该层可以产生的图像的整体边界。</div><h5>Returns:</h5><div class="param-desc">一个矩形，它定义了可以由该层生成的图像的整体边界。</div><dl class="details"><h5>Example:</h5><pre><code class="language-javascript">// Zoom to an imagery layer.
const imageryRectangle = imageryLayer.getImageryRectangle();
scene.camera.flyTo({
    destination: rectangle
});</code></pre></dl><div class="nameContainer"><h4 class="name" id="isBaseLayer"><a href="#isBaseLayer" class="doc-link"></a>isBaseLayer<span class="signature">()</span>→<span class="type-signature returnType">布尔型</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L626">engine/Source/Scene/ImageryLayer.js 626</a></div></h4></div><div class="description">获取一个值，该值指示此层是否为<a href="ImageryLayerCollection.html"><code>ImageryLayerCollection</code></a>。基础层是支撑一切的层
其他。它的特殊之处在于，它被视为具有全局矩形，即使
它实际上不是这样的，通过拉伸整个
环球网。</div><h5>Returns:</h5><div class="param-desc">如果这是基本层，则为True；否则为False。</div><dl class="details"></dl><div class="nameContainer"><h4 class="name" id="isDestroyed"><a href="#isDestroyed" class="doc-link"></a>isDestroyed<span class="signature">()</span>→<span class="type-signature returnType">布尔型</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L640">engine/Source/Scene/ImageryLayer.js 640</a></div></h4></div><div class="description">如果此对象已销毁，则返回True；否则返回False。<br><br>如果此对象已销毁，则不应使用它；调用除<code>isDestroyed</code>将导致一个<a href="DeveloperError.html"><code>DeveloperError</code></a>例外。</div><h5>Returns:</h5><div class="param-desc">如果此对象已销毁，则为True；否则为False。</div><dl class="details"><h5>See:</h5><ul class="see-list"><li><a href="ImageryLayer.html#destroy">ImageryLayer#destroy</a></li></ul></dl><h3 class="subsection-title">Type Definitions</h3><div class="nameContainer"><h4 class="name" id=".ConstructorOptions"><a href="#.ConstructorOptions" class="doc-link"></a>Cesium.ImageryLayer.ConstructorOptions<div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L42">engine/Source/Scene/ImageryLayer.js 42</a></div></h4></div><div class="description">ImageryLayer构造函数的初始化选项。</div><dl class="details"><h5 class="subsection-title">Properties:</h5><table class="props"><thead><tr><th>Name</th><th>Type</th><th>Attributes</th><th>Default</th><th class="last">Description</th></tr></thead><tbody><tr><td class="name"><code>rectangle</code></td><td class="type"><span class="param-type"><a href="Rectangle.html">Rectangle</a></span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">imageryProvider.rectangle</td><td class="description last">层的矩形。这个矩形
可以限制图像提供程序的可见部分。</td></tr><tr><td class="name"><code>alpha</code></td><td class="type"><span class="param-type">数</span>|<span class="param-type">功能</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">1.0</td><td class="description last">该层的Alpha混合值，从0.0到1.0。
这可以是一个简单的数字，也可以是带有签名的函数<code>function(frameState, layer, x, y, level)</code>。该函数被传递给
的当前框架状态、此图层以及x、y和级别坐标
需要Alpha的图像分块，预计它将返回
用于平铺的Alpha值。</td></tr><tr><td class="name"><code>nightAlpha</code></td><td class="type"><span class="param-type">数</span>|<span class="param-type">功能</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">1.0</td><td class="description last">地球夜间的这一层的Alpha混合值，从0.0到1.0。
这可以是一个简单的数字，也可以是带有签名的函数<code>function(frameState, layer, x, y, level)</code>。该函数被传递给
的当前框架状态、此图层以及x、y和级别坐标
需要Alpha的图像分块，预计它将返回
用于平铺的Alpha值。这仅在以下情况下生效<code>enableLighting</code>是<code>true</code>。</td></tr><tr><td class="name"><code>dayAlpha</code></td><td class="type"><span class="param-type">数</span>|<span class="param-type">功能</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">1.0</td><td class="description last">此层在地球的白天侧的Alpha混合值，从0.0到1.0。
这可以是一个简单的数字，也可以是带有签名的函数<code>function(frameState, layer, x, y, level)</code>。该函数被传递给
的当前框架状态、此图层以及x、y和级别坐标
需要Alpha的图像分块，预计它将返回
用于平铺的Alpha值。这仅在以下情况下生效<code>enableLighting</code>是<code>true</code>。</td></tr><tr><td class="name"><code>brightness</code></td><td class="type"><span class="param-type">数</span>|<span class="param-type">功能</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">1.0</td><td class="description last">这层的亮度。1.0使用未经修改的图像
颜色。小于1.0会使图像更暗，而大于1.0会使图像更亮。
这可以是一个简单的数字，也可以是带有签名的函数<code>function(frameState, layer, x, y, level)</code>。该函数被传递给
的当前框架状态、此图层以及x、y和级别坐标
需要亮度的图像块，并有望恢复亮度
要用于平铺的亮度值。该函数在以下情况下执行
框架和每一块瓷砖，所以它必须很快。</td></tr><tr><td class="name"><code>contrast</code></td><td class="type"><span class="param-type">数</span>|<span class="param-type">功能</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">1.0</td><td class="description last">这层的对比度。1.0使用未经修改的图像颜色。
小于1.0会降低对比度，而大于1.0则会增加对比度。
这可以是一个简单的数字，也可以是带有签名的函数<code>function(frameState, layer, x, y, level)</code>。该函数被传递给
的当前框架状态、此图层以及x、y和级别坐标
需要对比度的图像拼贴，预计会返回
要用于平铺的对比度值。该函数在以下情况下执行
框架和每一块瓷砖，所以它必须很快。</td></tr><tr><td class="name"><code>hue</code></td><td class="type"><span class="param-type">数</span>|<span class="param-type">功能</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">0.0</td><td class="description last">该层的色调。0.0使用未经修改的图像颜色。
这可以是一个简单的数字，也可以是带有签名的函数<code>function(frameState, layer, x, y, level)</code>。该函数被传递给
当前帧状态、此图层以及x、y和级别坐标
需要色调的图像分块的颜色，并且预计它将返回
要用于平铺的对比度值。该函数在以下情况下执行
框架和每一块瓷砖，所以它必须很快。</td></tr><tr><td class="name"><code>saturation</code></td><td class="type"><span class="param-type">数</span>|<span class="param-type">功能</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">1.0</td><td class="description last">这一层的饱和度。1.0使用未经修改的图像颜色。
小于1.0会降低饱和度，而大于1.0会增加饱和度。
这可以是一个简单的数字，也可以是带有签名的函数<code>function(frameState, layer, x, y, level)</code>。该函数被传递给
当前帧状态、此图层以及x、y和级别坐标
需要饱和度的图像分块，并且预计它将返回
要用于平铺的对比度值。该函数在以下情况下执行
框架和每一块瓷砖，所以它必须很快。</td></tr><tr><td class="name"><code>gamma</code></td><td class="type"><span class="param-type">数</span>|<span class="param-type">功能</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">1.0</td><td class="description last">要应用于该层的Gamma校正。1.0使用未经修改的图像颜色。
这可以是一个简单的数字，也可以是带有签名的函数<code>function(frameState, layer, x, y, level)</code>。该函数被传递给
的当前框架状态、此图层以及x、y和级别坐标
需要Gamma的图像分块，预计会返回
要用于平铺的Gamma值。该函数在以下情况下执行
框架和每一块瓷砖，所以它必须很快。</td></tr><tr><td class="name"><code>splitDirection</code></td><td class="type"><span class="param-type"><a href="global.html#SplitDirection">SplitDirection</a></span>|<span class="param-type">功能</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">SplitDirection.NONE</td><td class="description last">这个<a href="global.html#SplitDirection"><code>SplitDirection</code></a>拆分以应用于此层。</td></tr><tr><td class="name"><code>minificationFilter</code></td><td class="type"><span class="param-type"><a href="global.html#TextureMinificationFilter">TextureMinificationFilter</a></span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">TextureMinificationFilter.LINEAR</td><td class="description last">这个
要应用于此层的纹理缩小滤镜。可能的值
是<code>TextureMinificationFilter.LINEAR</code>和<code>TextureMinificationFilter.NEAREST</code>。</td></tr><tr><td class="name"><code>magnificationFilter</code></td><td class="type"><span class="param-type"><a href="global.html#TextureMagnificationFilter">TextureMagnificationFilter</a></span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">TextureMagnificationFilter.LINEAR</td><td class="description last">这个
要应用于此层的纹理缩小滤镜。可能的值
是<code>TextureMagnificationFilter.LINEAR</code>和<code>TextureMagnificationFilter.NEAREST</code>。</td></tr><tr><td class="name"><code>show</code></td><td class="type"><span class="param-type">布尔型</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">true</td><td class="description last">如果显示该层，则为True；否则为False。</td></tr><tr><td class="name"><code>maximumAnisotropy</code></td><td class="type"><span class="param-type">数</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">maximum supported</td><td class="description last">要使用的最大各向异性级别
用于纹理过滤。如果未指定此参数，则支持的最大各向异性
将使用WebGL堆栈。较大的值使图像在地平线上看起来更好
视图。</td></tr><tr><td class="name"><code>minimumTerrainLevel</code></td><td class="type"><span class="param-type">数</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default"></td><td class="description last">显示该图像层的最小地形细节级别，
或未定义以在所有级别上显示它。级别0是最不详细的级别。</td></tr><tr><td class="name"><code>maximumTerrainLevel</code></td><td class="type"><span class="param-type">数</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default"></td><td class="description last">显示该图像层的最大地形细节级别，
或未定义以在所有级别上显示它。级别0是最不详细的级别。</td></tr><tr><td class="name"><code>cutoutRectangle</code></td><td class="type"><span class="param-type"><a href="Rectangle.html">Rectangle</a></span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default"></td><td class="description last">用于裁剪此ImageryLayer的一部分的制图矩形。</td></tr><tr><td class="name"><code>colorToAlpha</code></td><td class="type"><span class="param-type"><a href="Color.html">Color</a></span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default"></td><td class="description last">要用作Alpha的颜色。</td></tr><tr><td class="name"><code>colorToAlphaThreshold</code></td><td class="type"><span class="param-type">数</span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">0.004</td><td class="description last">颜色到Alpha的阈值。</td></tr></tbody></table></dl><div class="nameContainer"><h4 class="name" id=".ErrorEventCallback"><a href="#.ErrorEventCallback" class="doc-link"></a>Cesium.ImageryLayer.ErrorEventCallback<span class="signature">(错误)</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L1749">engine/Source/Scene/ImageryLayer.js 1749</a></div></h4></div><div class="description">发生错误时调用的函数。</div><h5>This:</h5><ul><li><a href="ImageryLayer.html">ImageryLayer</a></li></ul><table class="params"><thead><tr><th>Name</th><th>Type</th><th class="last">Description</th></tr></thead><tbody><tr><td class="name"><code>err</code></td><td class="type"><span class="param-type">误差率</span></td><td class="description last">保存有关发生的错误的详细信息的对象。</td></tr></tbody></table><dl class="details"></dl><div class="nameContainer"><h4 class="name" id=".ReadyEventCallback"><a href="#.ReadyEventCallback" class="doc-link"></a>Cesium.ImageryLayer.ReadyEventCallback<span class="signature">(提供商)</span><div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L1757">engine/Source/Scene/ImageryLayer.js 1757</a></div></h4></div><div class="description">创建提供程序时调用的函数</div><h5>This:</h5><ul><li><a href="ImageryLayer.html">ImageryLayer</a></li></ul><table class="params"><thead><tr><th>Name</th><th>Type</th><th class="last">Description</th></tr></thead><tbody><tr><td class="name"><code>provider</code></td><td class="type"><span class="param-type"><a href="ImageryProvider.html">ImageryProvider</a></span></td><td class="description last">创建的图像提供程序。</td></tr></tbody></table><dl class="details"></dl><div class="nameContainer"><h4 class="name" id=".WorldImageryConstructorOptions"><a href="#.WorldImageryConstructorOptions" class="doc-link"></a>Cesium.ImageryLayer.WorldImageryConstructorOptions<div class="source-link rightLinks"><a href="https://github.com/CesiumGS/cesium/blob/1.114/packages/engine/Source/Scene/ImageryLayer.js#L561">engine/Source/Scene/ImageryLayer.js 561</a></div></h4></div><div class="description">ImageryLayer.from WorldImagery的初始化选项</div><dl class="details"><h5 class="subsection-title">Properties:</h5><table class="props"><thead><tr><th>Name</th><th>Type</th><th>Attributes</th><th>Default</th><th class="last">Description</th></tr></thead><tbody><tr><td class="name"><code>options.style</code></td><td class="type"><span class="param-type"><a href="global.html#IonWorldImageryStyle">IonWorldImageryStyle</a></span></td><td class="attributes">&lt;optional&gt;<br></td><td class="default">IonWorldImageryStyle</td><td class="description last">基础图像的样式，当前仅支持AIRATE、AIRATE_WITH_LABEL和ROAD。</td></tr></tbody></table></dl></article></section><div class="help">需要帮忙吗？获得答案的最快方法是从社区和团队那里获得答案<a href="https://community.cesium.com/">Cesium Forum</a>.</div><footer>文档生成者<a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.6.11</a></footer></div><div class="nav"><div class="menu"><input type="text" class="classFilter" id="ClassFilter" placeholder="Search"><div id="ClassList"><h5>packages/engine</h5><ul><li data-name="环球"><a href="global.html#%25E7%258E%25AF%25E7%2590%2583">环球</a></li><li data-name="Appearance"><a href="Appearance.html">Appearance</a></li><li data-name="ArcGisBaseMapType"><a href="global.html#ArcGisBaseMapType">ArcGisBaseMapType</a></li><li data-name="ArcGisMapServerImageryProvider"><a href="ArcGisMapServerImageryProvider.html">ArcGisMapServerImageryProvider</a></li><li data-name="ArcGisMapService"><a href="ArcGisMapService.html">ArcGisMapService</a></li><li data-name="ArcGISTiledElevationTerrainProvider"><a href="ArcGISTiledElevationTerrainProvider.html">ArcGISTiledElevationTerrainProvider</a></li><li data-name="ArcType"><a href="global.html#ArcType">ArcType</a></li><li data-name="AssociativeArray"><a href="AssociativeArray.html">AssociativeArray</a></li><li data-name="Atmosphere"><a href="Atmosphere.html">Atmosphere</a></li><li data-name="atmosphereBrightnessShift"><a href="global.html#atmosphereBrightnessShift">atmosphereBrightnessShift</a></li><li data-name="atmosphereHueShift"><a href="global.html#atmosphereHueShift">atmosphereHueShift</a></li><li data-name="atmosphereLightIntensity"><a href="global.html#atmosphereLightIntensity">atmosphereLightIntensity</a></li><li data-name="atmosphereMieAnisotropy"><a href="global.html#atmosphereMieAnisotropy">atmosphereMieAnisotropy</a></li><li data-name="atmosphereMieCoefficient"><a href="global.html#atmosphereMieCoefficient">atmosphereMieCoefficient</a></li><li data-name="atmosphereMieScaleHeight"><a href="global.html#atmosphereMieScaleHeight">atmosphereMieScaleHeight</a></li><li data-name="atmosphereRayleighCoefficient"><a href="global.html#atmosphereRayleighCoefficient">atmosphereRayleighCoefficient</a></li><li data-name="atmosphereRayleighScaleHeight"><a href="global.html#atmosphereRayleighScaleHeight">atmosphereRayleighScaleHeight</a></li><li data-name="atmosphereSaturationShift"><a href="global.html#atmosphereSaturationShift">atmosphereSaturationShift</a></li><li data-name="Axis"><a href="global.html#Axis">Axis</a></li><li data-name="AxisAlignedBoundingBox"><a href="AxisAlignedBoundingBox.html">AxisAlignedBoundingBox</a></li><li data-name="backFaceCulling"><a href="global.html#backFaceCulling">backFaceCulling</a></li><li data-name="barycentricCoordinates"><a href="global.html#barycentricCoordinates">barycentricCoordinates</a></li><li data-name="Billboard"><a href="Billboard.html">Billboard</a></li><li data-name="BillboardCollection"><a href="BillboardCollection.html">BillboardCollection</a></li><li data-name="BillboardGraphics"><a href="BillboardGraphics.html">BillboardGraphics</a></li><li data-name="BillboardVisualizer"><a href="BillboardVisualizer.html">BillboardVisualizer</a></li><li data-name="binarySearch"><a href="global.html#binarySearch">binarySearch</a></li><li data-name="binarySearchComparator"><a href="global.html#binarySearchComparator">binarySearchComparator</a></li><li data-name="BingMapsGeocoderService"><a href="BingMapsGeocoderService.html">BingMapsGeocoderService</a></li><li data-name="BingMapsImageryProvider"><a href="BingMapsImageryProvider.html">BingMapsImageryProvider</a></li><li data-name="BingMapsStyle"><a href="global.html#BingMapsStyle">BingMapsStyle</a></li><li data-name="BlendEquation"><a href="global.html#BlendEquation">BlendEquation</a></li><li data-name="BlendFunction"><a href="global.html#BlendFunction">BlendFunction</a></li><li data-name="BlendingState"><a href="BlendingState.html">BlendingState</a></li><li data-name="BlendOption"><a href="global.html#BlendOption">BlendOption</a></li><li data-name="BoundingRectangle"><a href="BoundingRectangle.html">BoundingRectangle</a></li><li data-name="BoundingSphere"><a href="BoundingSphere.html">BoundingSphere</a></li><li data-name="BoxEmitter"><a href="BoxEmitter.html">BoxEmitter</a></li><li data-name="BoxGeometry"><a href="BoxGeometry.html">BoxGeometry</a></li><li data-name="BoxGeometryUpdater"><a href="BoxGeometryUpdater.html">BoxGeometryUpdater</a></li><li data-name="BoxGraphics"><a href="BoxGraphics.html">BoxGraphics</a></li><li data-name="BoxOutlineGeometry"><a href="BoxOutlineGeometry.html">BoxOutlineGeometry</a></li><li data-name="buildModuleUrl"><a href="global.html#buildModuleUrl">buildModuleUrl</a></li><li data-name="CallbackProperty"><a href="CallbackProperty.html">CallbackProperty</a></li><li data-name="Camera"><a href="Camera.html">Camera</a></li><li data-name="CameraEventAggregator"><a href="CameraEventAggregator.html">CameraEventAggregator</a></li><li data-name="CameraEventType"><a href="global.html#CameraEventType">CameraEventType</a></li><li data-name="Cartesian2"><a href="Cartesian2.html">Cartesian2</a></li><li data-name="Cartesian3"><a href="Cartesian3.html">Cartesian3</a></li><li data-name="Cartesian4"><a href="Cartesian4.html">Cartesian4</a></li><li data-name="Cartographic"><a href="Cartographic.html">Cartographic</a></li><li data-name="CartographicGeocoderService"><a href="CartographicGeocoderService.html">CartographicGeocoderService</a></li><li data-name="CatmullRomSpline"><a href="CatmullRomSpline.html">CatmullRomSpline</a></li><li data-name="Cesium3DTile"><a href="Cesium3DTile.html">Cesium3DTile</a></li><li data-name="Cesium3DTileColorBlendMode"><a href="global.html#Cesium3DTileColorBlendMode">Cesium3DTileColorBlendMode</a></li><li data-name="Cesium3DTileContent"><a href="Cesium3DTileContent.html">Cesium3DTileContent</a></li><li data-name="Cesium3DTileFeature"><a href="Cesium3DTileFeature.html">Cesium3DTileFeature</a></li><li data-name="Cesium3DTilePointFeature"><a href="Cesium3DTilePointFeature.html">Cesium3DTilePointFeature</a></li><li data-name="Cesium3DTileset"><a href="Cesium3DTileset.html">Cesium3DTileset</a></li><li data-name="Cesium3DTilesetGraphics"><a href="Cesium3DTilesetGraphics.html">Cesium3DTilesetGraphics</a></li><li data-name="Cesium3DTilesetVisualizer"><a href="Cesium3DTilesetVisualizer.html">Cesium3DTilesetVisualizer</a></li><li data-name="Cesium3DTileStyle"><a href="Cesium3DTileStyle.html">Cesium3DTileStyle</a></li><li data-name="Cesium3DTilesVoxelProvider"><a href="Cesium3DTilesVoxelProvider.html">Cesium3DTilesVoxelProvider</a></li><li data-name="CesiumTerrainProvider"><a href="CesiumTerrainProvider.html">CesiumTerrainProvider</a></li><li data-name="CesiumWidget"><a href="CesiumWidget.html">CesiumWidget</a></li><li data-name="CheckerboardMaterialProperty"><a href="CheckerboardMaterialProperty.html">CheckerboardMaterialProperty</a></li><li data-name="CircleEmitter"><a href="CircleEmitter.html">CircleEmitter</a></li><li data-name="CircleGeometry"><a href="CircleGeometry.html">CircleGeometry</a></li><li data-name="CircleOutlineGeometry"><a 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href="global.html#ColorBlendMode">ColorBlendMode</a></li><li data-name="ColorGeometryInstanceAttribute"><a href="ColorGeometryInstanceAttribute.html">ColorGeometryInstanceAttribute</a></li><li data-name="ColorMaterialProperty"><a href="ColorMaterialProperty.html">ColorMaterialProperty</a></li><li data-name="combine"><a href="global.html#combine">combine</a></li><li data-name="ComponentDatatype"><a href="global.html#ComponentDatatype">ComponentDatatype</a></li><li data-name="CompositeEntityCollection"><a href="CompositeEntityCollection.html">CompositeEntityCollection</a></li><li data-name="CompositeMaterialProperty"><a href="CompositeMaterialProperty.html">CompositeMaterialProperty</a></li><li data-name="CompositePositionProperty"><a href="CompositePositionProperty.html">CompositePositionProperty</a></li><li data-name="CompositeProperty"><a href="CompositeProperty.html">CompositeProperty</a></li><li data-name="CompressedTextureBuffer"><a href="CompressedTextureBuffer.html">CompressedTextureBuffer</a></li><li data-name="ConditionsExpression"><a href="ConditionsExpression.html">ConditionsExpression</a></li><li data-name="ConeEmitter"><a href="ConeEmitter.html">ConeEmitter</a></li><li data-name="ConstantPositionProperty"><a href="ConstantPositionProperty.html">ConstantPositionProperty</a></li><li data-name="ConstantProperty"><a href="ConstantProperty.html">ConstantProperty</a></li><li data-name="ConstantSpline"><a href="ConstantSpline.html">ConstantSpline</a></li><li data-name="ContextOptions"><a href="global.html#ContextOptions">ContextOptions</a></li><li data-name="CoplanarPolygonGeometry"><a href="CoplanarPolygonGeometry.html">CoplanarPolygonGeometry</a></li><li data-name="CoplanarPolygonOutlineGeometry"><a href="CoplanarPolygonOutlineGeometry.html">CoplanarPolygonOutlineGeometry</a></li><li data-name="CornerType"><a href="global.html#CornerType">CornerType</a></li><li data-name="CorridorGeometry"><a 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href="global.html#createGuid">createGuid</a></li><li data-name="createOsmBuildingsAsync"><a href="global.html#createOsmBuildingsAsync">createOsmBuildingsAsync</a></li><li data-name="createTangentSpaceDebugPrimitive"><a href="global.html#createTangentSpaceDebugPrimitive">createTangentSpaceDebugPrimitive</a></li><li data-name="createWorldBathymetryAsync"><a href="global.html#createWorldBathymetryAsync">createWorldBathymetryAsync</a></li><li data-name="createWorldImageryAsync"><a href="global.html#createWorldImageryAsync">createWorldImageryAsync</a></li><li data-name="createWorldTerrainAsync"><a href="global.html#createWorldTerrainAsync">createWorldTerrainAsync</a></li><li data-name="Credit"><a href="Credit.html">Credit</a></li><li data-name="CreditDisplay"><a href="CreditDisplay.html">CreditDisplay</a></li><li data-name="CubicRealPolynomial"><a href="CubicRealPolynomial.html">CubicRealPolynomial</a></li><li data-name="CullFace"><a href="global.html#CullFace">CullFace</a></li><li data-name="CullingVolume"><a href="CullingVolume.html">CullingVolume</a></li><li data-name="CumulusCloud"><a href="CumulusCloud.html">CumulusCloud</a></li><li data-name="CustomDataSource"><a href="CustomDataSource.html">CustomDataSource</a></li><li data-name="CustomHeightmapTerrainProvider"><a href="CustomHeightmapTerrainProvider.html">CustomHeightmapTerrainProvider</a></li><li data-name="CustomShader"><a href="CustomShader.html">CustomShader</a></li><li data-name="CustomShaderMode"><a href="global.html#CustomShaderMode">CustomShaderMode</a></li><li data-name="CustomShaderTranslucencyMode"><a href="global.html#CustomShaderTranslucencyMode">CustomShaderTranslucencyMode</a></li><li data-name="CylinderGeometry"><a href="CylinderGeometry.html">CylinderGeometry</a></li><li data-name="CylinderGeometryUpdater"><a href="CylinderGeometryUpdater.html">CylinderGeometryUpdater</a></li><li data-name="CylinderGraphics"><a href="CylinderGraphics.html">CylinderGraphics</a></li><li 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href="global.html#defaultValue">defaultValue</a></li><li data-name="defined"><a href="global.html#defined">defined</a></li><li data-name="DepthFunction"><a href="global.html#DepthFunction">DepthFunction</a></li><li data-name="depthTestAgainstTerrain"><a href="global.html#depthTestAgainstTerrain">depthTestAgainstTerrain</a></li><li data-name="destroyObject"><a href="global.html#destroyObject">destroyObject</a></li><li data-name="DeveloperError"><a href="DeveloperError.html">DeveloperError</a></li><li data-name="DirectionalLight"><a href="DirectionalLight.html">DirectionalLight</a></li><li data-name="DirectionUp"><a href="global.html#DirectionUp">DirectionUp</a></li><li data-name="DiscardEmptyTileImagePolicy"><a href="DiscardEmptyTileImagePolicy.html">DiscardEmptyTileImagePolicy</a></li><li data-name="DiscardMissingTileImagePolicy"><a href="DiscardMissingTileImagePolicy.html">DiscardMissingTileImagePolicy</a></li><li data-name="DistanceDisplayCondition"><a href="DistanceDisplayCondition.html">DistanceDisplayCondition</a></li><li data-name="DistanceDisplayConditionGeometryInstanceAttribute"><a href="DistanceDisplayConditionGeometryInstanceAttribute.html">DistanceDisplayConditionGeometryInstanceAttribute</a></li><li data-name="dynamicAtmosphereLighting"><a href="global.html#dynamicAtmosphereLighting">dynamicAtmosphereLighting</a></li><li data-name="dynamicAtmosphereLightingFromSun"><a href="global.html#dynamicAtmosphereLightingFromSun">dynamicAtmosphereLightingFromSun</a></li><li data-name="DynamicAtmosphereLightingType"><a href="global.html#DynamicAtmosphereLightingType">DynamicAtmosphereLightingType</a></li><li data-name="EasingFunction"><a href="EasingFunction.html">EasingFunction</a></li><li data-name="EllipseGeometry"><a href="EllipseGeometry.html">EllipseGeometry</a></li><li data-name="EllipseGeometryUpdater"><a href="EllipseGeometryUpdater.html">EllipseGeometryUpdater</a></li><li data-name="EllipseGraphics"><a href="EllipseGraphics.html">EllipseGraphics</a></li><li data-name="EllipseOutlineGeometry"><a href="EllipseOutlineGeometry.html">EllipseOutlineGeometry</a></li><li data-name="Ellipsoid"><a href="Ellipsoid.html">Ellipsoid</a></li><li data-name="EllipsoidGeodesic"><a href="EllipsoidGeodesic.html">EllipsoidGeodesic</a></li><li data-name="EllipsoidGeometry"><a href="EllipsoidGeometry.html">EllipsoidGeometry</a></li><li data-name="EllipsoidGeometryUpdater"><a href="EllipsoidGeometryUpdater.html">EllipsoidGeometryUpdater</a></li><li data-name="EllipsoidGraphics"><a href="EllipsoidGraphics.html">EllipsoidGraphics</a></li><li data-name="EllipsoidOutlineGeometry"><a href="EllipsoidOutlineGeometry.html">EllipsoidOutlineGeometry</a></li><li data-name="EllipsoidRhumbLine"><a href="EllipsoidRhumbLine.html">EllipsoidRhumbLine</a></li><li data-name="EllipsoidSurfaceAppearance"><a href="EllipsoidSurfaceAppearance.html">EllipsoidSurfaceAppearance</a></li><li data-name="EllipsoidTangentPlane"><a href="EllipsoidTangentPlane.html">EllipsoidTangentPlane</a></li><li data-name="EllipsoidTerrainProvider"><a href="EllipsoidTerrainProvider.html">EllipsoidTerrainProvider</a></li><li data-name="enableLighting"><a href="global.html#enableLighting">enableLighting</a></li><li data-name="Entity"><a href="Entity.html">Entity</a></li><li data-name="EntityCluster"><a href="EntityCluster.html">EntityCluster</a></li><li data-name="EntityCollection"><a href="EntityCollection.html">EntityCollection</a></li><li data-name="EntityView"><a href="EntityView.html">EntityView</a></li><li data-name="Event"><a href="Event.html">Event</a></li><li data-name="EventHelper"><a href="EventHelper.html">EventHelper</a></li><li data-name="excludesReverseAxis"><a href="global.html#excludesReverseAxis">excludesReverseAxis</a></li><li data-name="exportKml"><a href="global.html#exportKml">exportKml</a></li><li data-name="exportKmlModelCallback"><a href="global.html#exportKmlModelCallback">exportKmlModelCallback</a></li><li data-name="exportKmlResultKml"><a href="global.html#exportKmlResultKml">exportKmlResultKml</a></li><li data-name="exportKmlResultKmz"><a href="global.html#exportKmlResultKmz">exportKmlResultKmz</a></li><li data-name="Expression"><a href="Expression.html">Expression</a></li><li data-name="ExtrapolationType"><a href="global.html#ExtrapolationType">ExtrapolationType</a></li><li data-name="FeatureDetection"><a href="FeatureDetection.html">FeatureDetection</a></li><li data-name="fillHighlightColor"><a href="global.html#fillHighlightColor">fillHighlightColor</a></li><li data-name="Fog"><a href="Fog.html">Fog</a></li><li data-name="formatError"><a href="global.html#formatError">formatError</a></li><li data-name="FrameRateMonitor"><a href="FrameRateMonitor.html">FrameRateMonitor</a></li><li data-name="FrustumGeometry"><a href="FrustumGeometry.html">FrustumGeometry</a></li><li data-name="FrustumOutlineGeometry"><a 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